Zalo DS Blog

Thursday, November 01, 2018

Simple yet powerful FSM implementation

There is one thing common to all the games I have worked on and all the languages I have used: state machines, or how they are called nowadays: FSMs (finite state machines). You don't really need to learn anything before starting to use them and probably you have already used them without even knowing it. As seen in the Game Programming Patterns at some point you end up using them naturally.

But, event though the idea is pretty simple and intuitive, iterating it and creating something that really makes your life easier it's a bit more complicated than it seems. I'd like to show you how I have been iterating my FSM over the years and what are the main problems that I have seen in other approaches
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